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thursday mods ([info]thursdaymods) wrote,
@ 2011-10-29 21:02:00


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maps&locations
maps&locations
updated as of 11/4/11



When your character arrives, they will wake up in one of the habitable rooms in the North quad or the South quad. It is not their room, to be exact, simply the room they start in. They're free to move rooms whenever they want.

Each room is fairly large, enough to house two or even three people comfortably. There is a miniature fridge bolted into the corner of the room, a microwave, and a hot water boiler-- but no kitchen. Furniture includes one king-sized bed, one dining table, chairs, desks, and a dresser, all of which seem to be different styles and from different eras, and none of which really go together at all. There is a walk-in closet that provides a random assortment of clothes throughout the week; if you're lucky, the contents will stay the same for a day or two. Floors are varnished wood, and the sectioned off bedroom has carpeting. The bathroom has linoleum. Windows can be found on just about all the walls with built in blinds, but there isn't a whole lot to look at outside, really. Lighting consists of the same strips of light in the ceilings, but there are also lamps provided, both electrical and oil.

Uninhabitable rooms range from simply locked doors, cave-ins, covered with debris, or otherwise just consisting of a blank plot of land. You can try to salvage furniture from the rubble if you'd like.

The cafeteria in the East quad is every food lover's dream. While it doesn't seem to be occupied and no sounds come from the kitchen (you can't even find the door to get there), there will always be a ridiculous amount of food laid out in true buffet fashion. Trays will refill themselves when no one's looking.

Here's the kick-- no matter how much you eat or how long you go without eating, you will never actually be truly hungry or full. Perhaps craving a snack or two, or a simple meal, but never dead-beat-starving. Content and satisfied, but never feeling like your belly will burst. And guess what? You won't gain any weight. Or lose any, for that matter.

Recreation centers contain gym equipment near the cafeteria and an arcade underneath the North quad. The equipment is rather out of shape and likely not very useful, and the arcade is both outdated and containing games with controls you'd have no idea how to operate. They're both free, though, so knock yourselves out. But if the screen on Street Fighter VIII suddenly makes an eerie static sound that vaguely resembles human speech... well. Don't say we didn't warn you. (It's probably just that Street Racer 3 stand next to you... oh, that's off, isn't it?)

The library.. is in relatively good condition. It's located in the South quad and there are four floors to the library building in total, and the entire very back corner has been caved in and smashed by some fallen metal frames (funnily enough, none are missing from the ceiling outside). The books are, surprisingly enough, not covered in dust or ashes, but are as pristine as they ever were. Of course, there's still some that will fall apart as soon as you open them. There are couches, chairs, and desks in the middle of each floor, with shelves and shelves of books everywhere else. Use the stairs, and don't touch the emergency exit doors. It won't be an alarm you'll hear.

In the center of the enclave is an elevator shaft that extends into the roof. The doors are not barricaded or locked, but you won't be able to open them no matter how hard you push or pull. Don't try too much, though. We can't tell you what will happen, but it won't be calming, that's for sure.

Inaccessible areas are just that. Buildings are simply walls with windows on them, blinds drawn (for most of the day, in any case), uninhabited, with no roads leading up to them. Other areas are inaccessible due to the doors being locked in a way that won't allow them to be picked or hacked.

Later on, via characters or plot, the inaccessible areas will be lowly unlocked little by little.



During the "dream" sessions, characters will wake up on a floor that looks similar to Floor Zero, but quite a bit emptier. Obstacles will certainly be introduced for them to deal with in the main area when the time comes.

The semi-circle attached the main body is where the characters will start out. This is the Podding Area (we'll get it properly labeled as soon as possible), and this is also where characters will remain if you decide to get them podded during a hiatus, or for whatever reason. The room consists of multiple floors, the top floor containing the smallest rooms and the bottom containing your super giant dragons and what not. Walkways will lead them to Floor One or Floor Two-- the door to one will be open while the other will be locked. Floor Three is only accessible through Floor two when the elevator shaft is working (the map for it will resemble the above map, but without the connected Podding Area). Mechas and other non-organic beings, or any far too large to fit through the Podding Area's doors will wake up within the main body itself.

While there is nothing actually on the map, there is in reality remains of buildings and such in the same places where the rooms, library, cafeteria, and recreation centers should be.

In addition, surrounding the elevator shaft now is a set of four healing centers. Or that's what it's called, anyway. You'll find that the previously welded shut windows from Floor Zero are now open-- and not only that, they're letting the oxygen and other necessary gasses escape. They're the reason why your stamina is depleting on its own. The healing centers are really only there to provide a closed environment where you can breathe safely and stop your stamina from going down.

But that doesn't mean you'll have access to all of them, and it doesn't mean that the NPCs won't know you're there. Sure you'll be stronger with proper oxygen to breathe, but if you break one of the walls, you're just letting the gasses escape again.

The doors to the elevator shaft are still locked. For now.

Perhaps you can hear the sounds of voices screaming and screeching if you venture close enough.

It shouldn't have to be noted, but please don't try climbing out the windows. :( While the gaps in the blinds are certainly wide enough for a relatively large person to squeeze through, we're still in space. But if you do try to jump ship, an NPC will come fetch you. In any case, the windows are on the equivalent of the second story on the floor, and generally too high up to be accessed (unless you can fly or just jump really high in general). The second floor consists only of railings along the sides, and the only way to get up there (besides jumping) is via the elevator shaft.



This map is really just for you, the player, to know what the ship looks like. (Fail, that's what.) Unless a character succeeds in escaping through the windows and looking back at the ship itself, no one should know how many floors there are or how big the ship itself is.

The top of the dome above Floor Three is inaccessible, and those who try will find that the elevator shaft does not go up and further than Floor Three. But that doesn't mean it isn't inhabited...

Is something not clear? Please leave a comment below!
n a v i g a t i o n


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